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implemented overlays and text, need depth configuration
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+3
-1
@@ -20,10 +20,12 @@ struct Light{
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uniform Light light[numLights];
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uniform sampler2D tex;
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uniform bool lightingEnabled;
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uniform bool texturingEnabled;
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uniform vec4 diffuseColor;
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uniform vec3 camPos;
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void main(){
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vec4 finalColor=texture(tex,texCoords);
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vec4 finalColor=texturingEnabled?texture(tex,texCoords):diffuseColor;
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if(lightingEnabled){
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vec3 diffuseColor=vec3(0),specularColor;
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for(int i=0;i<numLights;i++){
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